The shiny Black Hole

This is an item; a grey surface with 2 grey circles. In the center, a black hole should appear. I made a second node, which is positioned slightly over the surface. The picture of this second node has the Black hole with completely transparent borders.

grafik

The trick will work perfectly on placeables, but on items, the engine adds some (not wanted) shiny effects on the transparent part of the texture.

How do I get rid of this effect by setting the parameters of the node properly?

The node’s setting are by now:

  ambient 1 1 1
  diffuse 1 1 1
  specular 0 0 0
  shadow 0
  shininess 0
  position 0 0 0
  orientation 0 0 0 0
  scale 1
  alpha 1
  selfillumcolor 0 0 0

Try setting glossiness to 0 as well.

glossiness? Never heard of it and it’s not listed in the NWN-Wiki. Where did you get this?

Btw. It doesn’t work …

It is one of the possible texture maps in a composite (PBR) texture, though I’m not actually sure if NWN:EE supports it.

That would be the only other thing I can think of though, so if it’s not that I’m unsure.

Ah, I see. Thanks.

Since the mentioned effect is already on 1.69, it probably won’t do anything with PBR parameters. This is how they made shiny weapons and such …

See Standard material inputs.

TR

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I know next to nothing about actually creating models in blender oder nwn max, so I have two - possibly stupid - questions:

  1. Couldn’t you just make the second node a circle and then apply a simple black texture (w/o transparency)?
  2. Couldn’t you just use the first node and solve this within a single texture? Not sure what ‘slightly over the surface’ means exactly in this case, but does it have a noticeable effect in-game doing it with two nodes instead of one?

But I guess you’re asking specifically how to disable shininess on items with transparent textures. To be not completely unhelpful:

Did you try setting Part1EnvMap in baseitems.2da to 0 for your item?

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Thanks for answering. You’re in good company, it don’t know nothing about Blender & Co. too.

The circle is just a sample, the actual picture is much more complex:
Fin

Creating the hole in the texture of the object is a good idea (already mentioned by TR). It sounds easier as it is, if you create models just with a text editor.

My solution is to create the hole as node. I found some software to get the xy-coordinates from the picture. The process is somewhat tricky.

Looking into baseitems is something which I missed, since changing the whole item categorie (or creating a new one) is no preferred solution. I will check that out now.

Items that have environmental mapping on (according to their PartxEnvMap baseitems.2da entries) will make all usual transparency into shiny reflected material instead.

If you have transparency on a diffuse file, and use using a MTR file with spec maps properly defined (even if they’re just black/off) it’ll treat the transparency properly.

There may be some esoteric combination of TXI settings as well but meh.